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# The Occultist
Dark, derelict recesses of the world speak of a blasphemous sort. Devil worshippers, aberration consorters, those who dabble in the forbidden and taboo like a noble partakes of fine wine. These profane, heretical knowledge seekers upend the very fabric of reality, participating in ceremonies most obscene for their own gratuitous ends.
Occultists are, aptly enough, those who dabble in the occult. However, far from a pactbound novice or Sorcerer born with a pension for the infernal, *true* Occultists who take their devotion to the dark arts to the extreme, gambling all for a chance at dark and forbidden power.
The occult is temptation. That is, by far, it's most defining aspect. Through years of intense study and a lifetime of experimentation, a novice can become a talented wizard capable of many things. However, the raw talent and opportunities to study the arcane, let alone the time needed to do so for the prerequisite lifetime, are things that evade many, and some asks are outside the reach of even the most accomplished wizards. The allure of the occult is that of possibility, for who hasn't wanted a loved one returned unharmed, or to taste everlasting life? For all these reasons and more, the occult awaits those willing to navigate her depths. ### Studying Dark Magic
At a surface glance, the occult has many similarities with the arcane or sorcerous. It can conjure fire, summon extraplanar entities, glimpse the future; as an occultist, you *can* wield magic. However, the true gifts of the dark arts exist outside the bounds of normal mysticism, and involve invoking powers as ancient as they are unknowable.
Many are willing to engage in pacts with otherworldly beings. However, these strict bargains are rigid and inflexible, and, once signed, are often immutable, sometimes literally set in stone. An occultist opens the door and leaves it open, allowing what may to enter. The power they receive rivals even the most powerful warlocks, but often comes steeped in a heavy price. ### The Allure Of The Otherworldly
To an occultist, the magic of wizards, sorcerers and warlocks is deceptively rigid. It's often too fixated on the self and personal power. In intimate contrast, an occultist treats the denizens of other planes as allies and conspirators to draw on, reaching out for those willing to answer. This does come with unwanted attention, but also lends the power of potentially entire planes should the occultist make their offer enticing enough. This begs the question though, what is the cost?
The power of the dark arts exist outside the limitations of normal magic, but often takes a heavy toll on the bearer. Even the most accomplished occultists accept some sort of risk as part of the deal, other parties intending such or not. Dabbling in the otherworldly means breaking the taboo of parting the veil, and this taboo is often what drives many to pursue more orthodox means of power.
To answer the question of why one would risk so much, the answer is decidedly simple. They want something that cannot be attained elsewhere, and are willing to sacrifice to attain it. To ingratiate oneself with the occult is to gain tremendous power at debilitating cost. For many, however, that is a price they are willing to pay.
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When creating an occultist, think about what drew your character to the dark arts. Were the enchanted by the possibility of immortality? Did they desire to bind mortal men like a fiend or fey? Or did they want power not meant for regular mortals?
Regardless of what drew your character in, once they had a taste, that was all it took. Hours spent pouring over grimoires and taboo tomes, and what began as a simple investure became a lifelong obsession. #### Quick Build You can make an occultist quickly by following these steps. First, make Intelligence your highest ability score followed by Constitution. Then, take the Haunted One background. ## Class Features
As an occultist, you gain the following features.
##### Hit Points
**Hit Dice:** 1d8 per occultist level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per occultist level after 1st.
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##### Proficiencies
**Armor:** Light armor
**Weapons:** Simple weapons
**Saving Throws:** Intelligence, Constitution
**Skills:** Choose two from Stealth, Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Deception and Intimidation
#### Equipment
You start with the following equipment, in addition to those granted by your Background:
* any simple weapon
* (a) a priest's pack or (b) a scholar's pack
* Leather armor and two daggers
## Spellcasting
You have tapped into the dark secrets of reality, and learned to emulate, request or imitate the magic of otherworldly beings.
#### Cantrips
You know four cantrips of your choice from the occultist spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known section of the occultist class table.
#### Spell Slots
The Occultist table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Arms Of Hadar and you have a 1st-level and a 2nd-level spell slot available, you can cast Arms Of Hadar with either slot. #### Spells Known Of 1st Level And Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Occultist table shows when you learn more occultist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the occultist spells you know and replace it with another spell from the occultist spell list, which must be of a level for which you have spell slots. #### Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells. Your magic comes from pacts struck with fiends and fey, as well as bargains with land and lemur that you have learned to invoke. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an occultist spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier. **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Ritual Casting
You can cast any occultist spell you know as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use a grimoire, talisman or your own blood as a spellcasting focus. ## Occult Acumen Beginning at 1st level, your study of the occult has given you an uncanny knack for spotting its influence. Whenever you would roll an Arcana, History, Investigation, Nature, Religion or Medicine check, you may ask the DM if this roll would involve the influence of an otherworldly, extraplanar or unnatural entity. If it would, you may add your proficiency bonus to the roll even if you are not proficient. If you are already proficient, you may instead double your proficiency bonus. ## Occult Tradition
Also at 1st level, you pick your specialization within the dark arts. You may be a generalist who studies all things profane, a seeker of undeath and immortality, or some other blasphemous scholar.
Your choice grants you a feature immediately, and again at 6th, 14th and 18th level. \pagebreak ## Dark Boons
Beginning at 2nd level, you have learned to gamble with forces eldritch and occult for boons of dark power. You have a special die known as your Occult Die. The size of this die is shown in your Occultist Table. Also listed in your Occultist Table is your Maximum Dark Boon Size.
Whenever you cast a spell of 1st level or higher, and that spell's level is equal to or lower than your Maximum Dark Boon Size, you may choose to accept a dark boon. When you do so, that spell does not consume a spell slot for the duration of that casting. You must then roll your Occult Die, and compare the result with your Omen Result on your Occultist Table. If the result of your Occultist Die is equal or lower than your Omen Result, you are *cursed.* While cursed, you suffer disadvantage on all ability checks.
You may choose to gain a dark boon while cursed. When you do so, you roll normally. Should you roll your Omen Result while cursed, you also become *doomed.* While doomed, whenever you cast a spell of 1st level or higher, you suffer necrotic damage equal to your Omen Result and your maximum hitpoints are lowered by the same amount. This may not be mitigated or reduced in any way.
Every time you gain a dark boon, regardless of whether you rolled your Omen Result, lower the size of your Occult Die by one. So, if your Occult Die was a D10, it would become a D8, and so on. Should you gain a dark boon while your Occult Die has been reduced to a D6, you are automatically cursed. Should you do so again, or do so while cursed, you are automatically doomed.
Your Occult Die resets to the size shown on your Occultist Table whenever you take a long rest. You also lose the cursed and doomed conditions, and remove reductions to your maximum hitpoints from dark boons, whenever you finish a long rest. ## Forbidden Whispers
Beginning at 3rd level, you have opened your mind to the occult, and this has opened other creatures to you. Whenever you roll a Charisma (Persuasion), Charisma (Intimidation) or Wisdom (Insight) check, you can choose to gain advantage on the roll. This benefit comes in the form of whispers from beyond the veil, aiding you in coercing your target. The whispers may come as the target's deepest fears, fiendish divination, or inspiringly grim portents of what will happen if you fail. When you do so, lower your Occult Die Size by one until you finish a long rest. ## Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ## Contact Greater Being
Beginning at 5th level, you are still susceptible to the effects of reaching to far, but have learned to open your mind to other planes willingly, albeit at great cost. Once per long rest, you can cast the *contact other plane* spell as if you knew it without expending a spell slot. When you do so, you may accept a dark boon to automatically pass the Intelligence saving throw. ## Invoke The Otherworldly Servant
Beginning at 17th level, you have learned to draw on pacts of servitude that few creatures know of. Once per short or long rest, you may cast one of the following spells as if you knew it without spending a spell slot: *summon fey*, *summon shadowspawn*, *summon undead*, *summon aberration*, *summon elemental*, *summon greater daemon.*. You may cast one of these spells an additional time beyond the first, accepting a dark boon to do so. ## Master Occultism
Beginning at 20th level, you have learned to partake of the dark arts while sacrificing little of yourself. Once per long rest, you may automatically succeed at the roll for accepting a dark boon. \pagebreak ## Occult Tradition: Undeath There are many attracted to the allure of undeath and immortality. To some, death is the most immutable of lifes enemies, and the goal of all creatures should be to escape her gaping maw. This tradition has many similarities with lichdom, but view such a state as limited and a poor compromise with mortality. They seek a higher form of immortality, and study death in all aspects to acquire it. ### Tradition Spell List Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tradition Spells table. Each of these spells counts as an occultist spell for you, but it doesn't count against the number of occultist spells you know. | Occultist Level | Spells | |:---:|:-----------:| | 1st | Bane, Ray Of Sickness | | 3rd | Blindness/Deafness, Ray Of Enfeeblement | | 5th | Speak With Dead, Summon Undead | | 7th | Death Ward, Shadow Of Moil | | 9th | Danse Macabre, Raise Dead | ### Undying Novice
Beginning at 1st level, your dabbling in death has bore fruit, and you excel at aiding creatures to meet their end more swiftly. You learn the *chill touch* and *toll the dead* cantrips. They are occultist cantrips for you but do not count against your cantrips known. Whenever you cast either of these on a living, mortal enemy, you may treat them as an undead below its maximum hitpoints for the purposes of those spells.
Additionally, mindless undead have difficulty harming you, seeing you as one of their own. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. ### Advanced Occultism Beginning at 6th level, your study of your tradition has bore fruit. Whenever you cast a spell from your tradition spell list, you can choose to lower your Occult Die Size by one. When you do so, that spell does not consume a spell slot. You may do this once, and regain the ability to do so whenever you complete a short or long rest. \columnbreak ### Corpse Walk Beginning at 14th level, your ability to function while within death's grasp shocks even seasoned occultists. You may move, act and function normally at 0 hitpoints. You still retain all of your senses, and are not knocked prone when you are reduced to 0 hitpoints. You must still make death saving throws as normal, but can otherwise do all the things you can normally do. ### True Undeath
Beginning at 18th level, you have achieved true immortality in a way few other creatures have. What it may have taken to achieve this is something to be worked out with your DM, but the fruits of such efforts are abundantly clear. Whenever you are reduced to 0 hitpoints, you may accept a dark boon. Should you do so, you regain hitpoints equal to your occultist level and are not knocked prone. You may do this as many times as your dark boon feature allows.
Additionally, when you get this feature, you become functionally immortal. Should you be killed, but your body not be destroyed outright, you are returned to life in 1d4 hours after being killed. Should your body be destroyed, you instead return in the body of a creature you have recently slain (your DM may decide who it is). Only if your body is destroyed, and a creature has not recently perished by your hands to you truly die. \pagebreak # Art Credits * Cover art done by Bazookabonzai * Occult symbol 1 done by Tree on PNGTrees.com * Occult symbol 2 done by Tree on PNGTrees.com